I agree with what's already been said... Also, Max (I'm sure all the other software packages do too, but I'm talking from experience) does a great job at packing UV's itself. I think I have only changed my UV's, after letting Max do the work, 2 or 3 times...
Yeah I've read those 2 threads. It's hard to grasp, but I'll understand those fully eventually. Do need to run the script over the low poly or high poly? Also, now that you say it, my high poly does seem to be split into separate parts... They're one mesh in zBrush. I'll try exporting it again. Thanks!
i heard death proof has that much dialogue because it's supposed to be like a typical 70ies car chase movie, all those movies spent most of their budget on 30 minutes of awesome car chasing and then had an hour left to fill. Anyways I cant WAIT for this, but apparently in europe it will come out as 2 seperate films, it…
Interesting that you site those titles as the modding mainstay, I automatically think of Quake & Quake 2 as the pinnacle and it went downhill from there... and I'm sure someone else would correct me and say the Doom PWAD days were the golden era. so as mankind has been saying since the dawn of civilization "shit sux, it…
Next-gen characters alone can have a 10k-20k tricount, so you are well within limits. For games like Crysis or Gears, there can be 2-3 milion polygons on-screen at times, so I think you're fine ;D. If you're new to UDK, I recommend you take a look at Chris Albeluhn's tutorials.
Most importantly, set the amount of 'Instances Per Cluster' to a power of 2 value and increase the cluster radius until it won't affect the cluster count. Otherwise lightmap memory gets wasted which also increases build times. With large amounts of foliage you should be really careful about your lightmap resolutions and…
Or you could do something related but different. Atm I'm painting some concept art and it's 1. going pretty well considering I haven't really done this kinda thing apart from simple concepts and 2. something that I'm putting loads of hours into, more so than I would do modelling or sculpting at this moment in time.
I just picked up [ame="http://www.amazon.com/Essential-Guide-Vehicles-Vessels-Star/dp/0345449029/ref=sr_1_2?s=books&ie=UTF8&qid=1312323144&sr=1-2"]this[/ame] at Barnes and Noble in the bargain bin yesterday. How ironic. It's got front, side, and perspective views of ALL TEH SHIPS. It's badass.
because those verts are not assigned to something else assign them to calf bone give them 0.1 then select the thigh bone and change the weithing to zero. the 0.1 weight will change to 1.0 Voila ;) Max is simply preventing you from having unassigned verts. You're trying to assign a 0 weight on 2 verts that are only assigned…
Rendering the wireframes as isoline will let you keep the smoothing at 2 and have recognizable topology. I also feel the scale on the cracked dirt/concrete is too large, making the cars all look like miniatures. I would love to see all five versions of the cars in a lineup, or something that's not a distant render with…